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Showing content with the highest reputation since 01/19/2020 in Posts

  1. 13 points
    umlaut

    Umlauts Commercial Buildings

    Howdy folks The other day I realized that I had an almost complete mod set of commercial buildings that I´d never finished and released. So now I have brushed up the files and made it sort of ready for release. Mind you: The mod set is not as finished as I would like it to be - that is the reason why I didnt release it, when I made it three or four years ago. But I dont think I will ever get the time to fully complete it - so I have decided to release it as it is, rather than just letting it sit idle on my hard drive. I am going to make it temporarily available from Dropbox - but hopefully it will be on CMMODS IV soon and then I´ll remove them again. https://www.dropbox.com/sh/f2tl7i0ntkw5r3u/AADyULTXZ40Ms5CDuaQ7B6b7a?dl=0 Here´s a bit of info on it: Umlauts Commercial Buildings This set of mods contains modded commercial buildings for CM Normandy. I have added murals to the gables of some of the buildings and some extra storefronts. According to my research they should all be typical of Normandy in 1944 – but I could be wrong. The mod set contains quite a few extra commercial buildings, compared to the base game: Buildings 100: Base game = 2 sets – this mod = 3 sets Buildings 101: Base game = 2 sets – this mod = 15 sets Buildings 102: Base game = 2 sets – this mod = 2 sets Buildings 103: Base game = 2 sets – this mod = 13 sets Mirrored gables Unfortunately, the game reuses the gable BMP´s for both gables of a house, so if a commercial building isn´t accached to another buildong, then one of the murals will always be inverted. I have tried to fix this by adding two different versions of each gable – with the inverted part on both sides. This means that you can place two commercial buildings next to each other and cycle through the building layout (shift-left click), until the inverted gables are hidden where the buildings meet. Choosing the preferred layout I highy recommend that you cycle through the building layout (shift-left click) of each building to choose the one with the preferred layout. If you leave it to the game, the building layouts are assigned ramdomly – and you will probably see a lot of inverted gables and indentical buildings next to each other. When you cycle through the layouts, remember that there are up to 15 different layouts for some types. And if you click and nothing seems to change – then it is probably only the layout of the gable that has changed, while the rest of the building stays the same. Damage: I have altered the damage files of the game to suit my tastes. The buildings with damage showing the brick work through the plaster are modded to fit these damage files. To apply damage, press shift-alt-leftclick. Please remember that I do not consider this mod set completely finished. But I dont think I will find the time to finish it anytime soon – if ever – so I´ve decided to release it as it is. Enjoy
  2. 12 points
    MOS:96B2P

    RT Unofficial Screenshot Thread

    The tank riding, no prisoner taking, one eyed, Forward Observer.
  3. 8 points
    Falaise

    A plea for the Biodiversity

    Here is a series of mod that changes the vegetation as the months of June, July and August- September This mod was made by looking at the evolution of nature during these 3 months. Part, are stock textures that I reworked in color and saturation I also modified the Ramblers mod for trees by modifying the colors and mixing it with the ones in stock to break the repetition effect. You will also find the plowed fields of Kieme and Aris modified so that the colors correspond to the Norman soil which is brown. Finally herbs come from a super mod without an owner's name and which is no longer available. You will also find a multitude of small details insignificant but which to assemble gives a true impression of the Norman campaign. We can in passing admire the textures of the basic game whose colors correspond very well to the real colors of Normandy. The mods that I propose to you, support and combine in large part with these original textures, I advise you to remove all the other mods of vegetation and terrain to obtain the best result. There are 4 files: one called terrain de Normandie This is to installed permanently in the z folder Then three other files called June July and August which must be installed in the choice in z It is necessary to choose according to the scenario which one you will install in z. As soon as you take a scenario that changes months, just put the corresponding "month" folder, thinking that you have removed the previous "month" folder. You have the possibility of tagging your scenario by month it will suffice to tag each bmp I didn't do it because I like playing the same scenario with different month come soon when Bootie have the time to put it on his website
  4. 7 points
    Mission to Maas V2.btt Updated huge scenario Axis KG Peiper versus Allies. Semi Historical based on the actions over 4 days around La Gleize and Stoumont, condensed into a 4 hour period. 4 hours, gives plenty of time. But need to balance force preservation with speed to secure objectives, avoiding enemy artillery and fighting off counter attacks. Controlling 700 troops and over 50 vehicles is not for the feint hearted Improvements over Version 1 Improved road layout near Coo and through La Gleize, so game engine doesn't re-route units behind buildings . Ground conditions now allow for more off-road manoeuvre with minimal risk of breakdown, although beware of mines. Some building layouts have been improved. Found Grilles! and added some German recon. German TRP setup is now at the front of the Spitze rather than inconveniently hidden in the woods! 5 action plans, with variable arrival time for USA reinforcements give more replay ability. Start time is 08:30am which provides darkness and poor visibility for the first 15-30 minutes. Why go large? Operational type decisions on when and where to attack / defend with which company optional march routes route security, flank recon, patrols, early warning creation of mobile reserve to respond to threats etc command challenges, do I move to counter that threat or temporarily withdraw to fight again? Deeper understanding of your own force strengths, weakness, mobility, firepower, combined arms Visual. Attack and counter attack over the same ground lets you fight past burnt out vehicles and damaged buildings, that are reset if occurring in a campaign Not many scenarios produced on this scale, probably for good reason Many thanks to the guys who commented on version 1, much appreciated, hope you find this an improved experience.
  5. 7 points
    Bozowans

    RT Unofficial Screenshot Thread

    "I surrender!" "No, I surrender!" "No, I surrender!" "I surrendered first!" "Nuh uh!"
  6. 7 points
    Brummbär explodes. Really hope no civvies were still in that ville...
  7. 6 points
    The campaign/scenario currently has three recommended mods. They have been tagged so will not show up in other scenarios. @benpark foliage helmets and @Fuser Aris Faces Mod CMRT. Below are the links. benpark helmets https://www.thefewgoodmen.com/cm-mod-warehouse/combat-mission-battle-for-normandy/cmbn-infantry/cmrt-cmbn-benparks-german-field-foliage-helmet-mod/ Aris Faces http://cmmodsiii.greenasjade.net/?p=483 The third mod just removes some of the German helmets so Aris Faces Mod is more obvious. The downside is that all German helmet chin straps disappear. So the end result is fewer, but better, German helmets and a more battle worn look for the hard pressed German troops. I will post the “remove some helmets” mod at CMMODS IV closer to release. Below are some screenshots of the three mods working together.
  8. 6 points
  9. 6 points
    Vergeltungswaffe

    The Year Ahead Bone Post

    I live for the day we get a pack with lots of what if's, like, oh I don't know, ...E series Panzers. 😎😉 In the meantime, a little cold water for M-26 fans. 😛
  10. 6 points
    Falaise

    Umlauts Commercial Buildings

    umlaut c'est formidable !! by the biggest coincidence, I finished last night less than 24 hours ago a modification of the building 103 to dress your "Cembienne" masterpiece and this morning I discovered that you posted a whole series of wonders !!! thank it's beautifful I started to take a photos of the commercial Buildings that we has still to meet in the northwest of France in order to have material (data base) to modify Even if you do not have time, I will send you and to whomever them want all the photos that I can take as a basis. some of the best examples found in Paimpol in Bretagne
  11. 5 points
    Well, I couldnt help myself, so I set up a test: 10 Panzerschreck teams (all veteran) vs 10 immobilized Shermans facing away from the Panzerschrecks, set up in "firing lanes" divided by walls, so each team could only engage "their own" Sherman. Distance: 195-200 metres. I ran the test three times, so in total I tested 30 schrecks vs 30 Shermans. Result: Hit with first shot: 5 teams Hit with second shot: 10 teams Hit with third shot: 8 teams Hit with fourth shot: 4 teams Hit with fifth shot: 1 team Hit with sixt shot: 0 teams No hits with any of the six shots: 2 teams
  12. 5 points
    Satomas

    Never too late

    Hello, I'm an old CM player(Saturnin). By nostalgia I make a little comeback with CMFI (i lost my old accunt, dead mail adress). To celebrate this I offer a small Mod. I hope it will please you. Here is the sdkfz250-1. I wanted it with more battle dress looking It comes with: 2 camos, random material and options (hatch open or not, ...) a multitude of possibilities to test. For that it is simple. If you want the two camouflages leave as such. If you want one in particular discard the one you don't want and rename the BMP file to: sdkfz250-1-hull.bmp If you dont want the stuff 3D it simple discard the ALL .dmr file Many thanks to Aquila-SmartWargames and sbobovyc for the lesson of 3d and all their work. That's great As a small supplement I also made Protze. Because without Protze life is not the same I will finish the series of 250 / ... I think and may be the 251 / ... See you soon Have fun Satomas aka Saturnin For the moment I have not found a solution with Cmmods. I go through dropbox until the solution https://www.dropbox.com/s/vxwhi4ss3y8834t/sdkfz%20250%201.zip?dl=0 for the 250/1 https://www.dropbox.com/s/yq0oi125gxoy3oa/ProtzV1.2.zip?dl=0 for the Protze A bientôt
  13. 5 points
    MOS:96B2P

    RT Unofficial Screenshot Thread

    Panzergrenadiers working with a SPW 251/10 (Ausf. D)
  14. 5 points
    This is a very good point, and one that is often overlooked. During war, lots of chances are taken, usually based on incomplete information. Some generals are brilliant, most are at least decently competent, but the ones that we praise the most are the lucky ones.
  15. 5 points
    like also to remind of the pillbox issues when mortars and artillery can easily penetrate and kill any occupants within single game turn. This holds up some my scenario creations from getting further since 2-3 years now.
  16. 5 points
    BluecherForward

    The Year Ahead Bone Post

    What about adding a "REPEAT" mission to artillery fire missions and registering fires on those target which have already been called in once? The arty in this game is very nicely done, even including the linear sheaf mission - so why not the "repeat" mission? Call for fires that are serviced normally result in that target be registered as well, so why not automatically insert a TRP onto every site in which artillery is called - like in the real thing? Maybe some nations were not up to doing this in the Second World War, but U.S. and British artillery certainly were - I assume the Wehrmacht was as well. Not sure if the Soviets used that capability.
  17. 5 points
    Erwin

    The Year Ahead Bone Post

    Trying to compare Trump with Hitler or Stalin as some attempt to do is rather silly and says more about the intellect and sheltered life experience of those people than anything else.
  18. 4 points
    Falaise

    mods zur Normandie Front

    Here is a mod for the 1st Polish Armored Division. The 1st Polish Armored Division was engaged in Normandy from August 1944. She fought in the plain of Caen Falaise before becoming famous during the battle of the Falaise pocket, then she continued her journey through the north of France, Belgium, Holland and finished her race at Wilhelmshaven in May 45. Each regiment is distinguished by its collar badge. The basic game offers us the 10th dragon which is the motorized infantry regiment of the division. However there is a small problem… the 10th Dragon to show that its was a motorized unit wears in combat the cotton outfit without any badge other than that of rank. In addition to the 10th dragon in cotton uniform, I added the 3 infantry battalions and the reconnaissance unit The 3 infantry battalions: Podhale, 8th, 9th Chasseur and the 10th PSK( reconnaissance unit), wear the wool battledress with distinctive collar badge. These units also carry a black epaulet on the left shoulder This epaulette specific to the 1st Polish DB is a historical reminder. The 1st DB was born in Scotland during the war of the 10th armored brigade which is the 1st Polish mechanized formation. During the Polish campaign this unit wore a black leather jacket. Commanded by General Maczek, it inflicted heavy losses on the Germans, despite its weakness, which soon nicknamed it the schwarze brigade. It is to preserve this memory that the wearing of the black epaulette will become generalized throughout the division. I also removed the MK3 helmet which was not worn by the division during the conflict (Aragorn will not like it… 😁) 10th Dragoon 10th PSK 8th bataillon Podhale 9th batallion
  19. 4 points
    Alarmeinheiten (Alarm unit) is an almost complete new scenario for CMRT. It is actually a mini-campaign but with only one actual, three hour long, battle scenario. The first scenario is a “choice” scenario where the player is able to choose some of the vehicles he will command in the “real” battle scenario. It includes ammo dumps so it is recommended to play on Iron or Elite. Description: Command a German alarm unit (Alarmeinheiten). Maneuver the alarm unit in multiple attacks and counter attacks across a 13½ square km map. Axis vs Soviet AI only. The original idea was to attempt to get many of the rare and seldom seen vehicles into the scenario. Upon reviewing the scenario @Sgt.Squarehead pointed out that while it might be fun it would not be realistic to have so many different rare and limited vehicles fighting together in the same units on the same section of front at the same time. As a result, the “choice” scenario was created. The player can choose mostly standard and common vehicles or many limited and rare vehicles. The three hour long battle scenario will then be fought with the choice made in the first scenario. The four AI plans are the same for both. Only some of the player's vehicles are different depending on the choice. The scenario was inspired by @theforger excellent CMFB Mission to Maas scenario which I recommend. See link below. https://www.thefewgoodmen.com/tsd3/cm-final-blitzkrieg/cmfb-mission-to-maas-v2/ The map used for the scenario is a modified Der Ring Der Five Panzer map made by @George MC. George gave permission to use his map which is about 13 square kilometers. Der Ring Der Five Panzer is an excellent scenario which is so huge it plays like a static campaign. I recommend this scenario. See link below. https://www.thefewgoodmen.com/tsd3/cm-red-thunder/cm-red-thunder-add-ons-scenarios/der-ring-der-5-panzer-division/ The scenario currently has three of four AI plans completed. It also has placeholders for partisan units and an SS unit. It should be ready for release soon after CMRT Fire & Rubble is released. Some of the recent screenshots posted in the CMRT screenshot thread have come from testing this scenario. Below are a few more screenshots. A dust trail from the alarmeinheiten on the move responding to a Battle Position in danger of being overrun. Elements of the alarmeinheiten approaching the assembly area prior to a counter attack to relieve a besieged Battle Position.
  20. 4 points
    Probably a week or two after Fire & Rubble is released. There are currently place holders for the partisans and an SS unit. Also might want to add a few of the new vehicles that come with Fire & Rubble. Then run quick tests again on the four AI plans to make sure nothing was broke by the unit swap, vehicle addition.
  21. 4 points
    Warts 'n' all

    Valentines Day

    Can't go through February 14th without sending someone a Valentine's.
  22. 4 points
    In 1976 the US Army estimated the first shot hit probability for a Soviet RPG-7. Panzerschrecks and Bazookas were fairly accurate weapons. The US Ordinance manual lists the dispersion for the M6A3 Bazooka rocket as 6 mils, which comes out to about 1.6 meters at 300 yards (274 meters), so accuracy was dependent on the operator. Real world combat accuracy is anyone's guess, but the in-game results don't strike me as unbelievable.
  23. 4 points
    Under Photos, each thumbnail is a separate image category and has pages on pages of pics. Has movies, timeline, resources, even songs! http://www.warsawuprising.com Regards, John Kettler
  24. 4 points
    sburke

    Never Seen This Before

    My experience with a lot of time in urban maps in no way supports it is somehow easy to take out armor with infantry. While I can, it is far from assured and if that armor has any support at all I am toast. Keep in mind CM doesn’t reflect at all the constraints armor would face. Inability to turn turret due to barrel., incredibly reduced visibility etc. in my eyes quite the opposite. Armor is pretty unfettered in urban space compared to reality.
  25. 4 points
    Freyberg

    Never Seen This Before

    Armour without good infantry support is extremely vulnerable in built up areas or any terrain with excellent cover for infantry. This is historically true, which is why you shouldn't use armour that way. Combat Mission handles close assault pretty well, given the potential complexity of the variables involved.
  26. 4 points
    How did he put up with Patton assaulting an American servicemen or Bradley's childish temper tantrums all the time? He was mindful of the fact he was the boss of all these men and that he had to be responsible for his staff, which meant among many things that he had to be fair. Montgomery was an arrogant egomaniac but can you find a General for me in all of history who wasn't? Compared to the equally boisterous qualities of many of his equally famous peers Montgomery was not all that much worse in either the social or professional sense. The Press was a major factor back in 1940 and you had to factor it in since the war effort was a taxpayer funded thing directed by civilian governments in London and Washington. Montgomery pandered shamelessly to inflate his importance to be sure but plenty of his stardom was in fact promoted by Churchill who was rather well known for demanding his Generals prioritize the British Empire's prestige over sound strategy. Montgomery was the media's poster child for British Generalship during the war but for good reason. He was reassuring, charming, and confident and that counted for quite a lot, not only to the press but also to subordinate staff looking for their boss to set an example. He was a star baby, no less than the other big actors trying to grab the spotlight of the war, MacArthur, Patton, Bradley, Clark, yes even the German Generals Rommel, Guderian, Manstein etc. These guys didn't become Generals for being modest that's for sure. Which is a shame because in fact the best Generals on both sides of the war are frequently the ones you didn't hear all that much about. Eisenhower could only underline the value of guys like Simpson, Patch, Gerow, Truscott in a report while the war was winding down while i'm not sure the British even thanked Auchinleck or Wavell or Leese. Today's pop media has done very little to deflate the drama around any of the war's biggest personalities like Patton or Montgomery, in some ways its made things worse by asking honestly silly questions like "who's strategy was better" when strategy wasn't up to them. EDIT: To add, probably the angriest Eisenhower ever got was over the recalcitrance of an Admiral who wasn't even under his command, French Admiral Jean Darlan and his foot dragging over surrendering Vichy North Africa. Poor Ike actually yelled that he "needed a good assassin" at one point openly to his staff while smoking whole packs of Camels from the isolation of Gibraltar while what seemed like Darlan's ego was putting the entire invasion at risk. In the end ironically Darlan was assassinated but the crisis had passed by then. This event was not a proud moment for the Supreme Allied Commander who appeared to have lost his nerve, but such was the nature of the Invasion of North Africa that the Americans were totally new at all of this and there were problems top-to-bottom. Even Eisenhower had things to learn after all...
  27. 4 points
    37mm

    China, Israel, France and other TO&Es!?!

    lol...
  28. 4 points
    In Normandy, that's possibly true, but I don't accept that for CMFB. They're incredibly powerful, but the US has the tools to deal with them. Like a lot of things it comes down to manoeuvre - if you're in a head on engagement at range, then you're playing into their strengths. Anything where you can get flank shots with a 76mm represents a ton of wasted points. Based on the above screenshots, I'm not sure that occupying the village was a good idea. Sure it's the objective, but that matters for precisely one turn of the game - the last one. It's really open and a massive, obvious target, so trying to hold it directly seems daft. It's not clear where the setup areas were on that map, but covering the approaches to the village from multiple directions is more important than holding the village itself.
  29. 4 points
    Fire superiority is indeed important.. its the crucial element in micro-tactics success actually... however not taking advantage of cover is asking for trouble and will make closing with the enemy a little tough. You often don't have fire superiority in most cases and will need to create micro-situations where you can create them in order to attrit the enemy's combat power. Maneuver and Firepower - can't bring your firepower to bear if you can't maneuver... can't maneuver if you are outclassed by fire. Using cover to get where you need to in order to ensure local fire superiority is paramount and is the basis of all small arms tactics from the Russo-Japanese War to the present. Ignore the lessons learned, like the major powers did in the opening stages of the First World War, and it will cost you dearly. Being smart about maneuver and protecting your units with cover so you can gain local fire superiority is not only good-tactics, it is common sense. All in my opinion of course... nothing personal, take it for what its worth. Bil
  30. 4 points
    I talk about moving through Open Terrain in this blog post: Platoon Scouts As the gents above have said, recon is the key.. that and Masked Terrain Movement ... even most open terrain has dips and rises that yo can take advantage of. Good luck.
  31. 4 points
    I saw the first words of the title of your thread and mistook it for my own initially! In addition to what others suggested above, I would recommend trying to find keyhole positions. In case you are not familiar here is one of @Bil Hardenberger’s excellent blog posts about that. https://battledrill.blogspot.com/2017/06/battle-technique-keyhole-firing-position.html The idea here is that you as much as possible try to position units so that they can only be fired on from a narrow angle that required the shooter to expose themselves in order to do so. Your field of view may be narrow, but if it is well sited, it may reach some considerable distance across the map, which enemy must cross and have limited resources to engage you with.
  32. 4 points
    I second this. I was formulating a post just like that as I was reading your request and then there it was the very advice I was about to give. I have on so many occasions watched my guys deliver some hurt and then get lots of return fire and I have said to my self I'll leave them there just a couple of more minutes. Now I don't do that because it rarely ended well. The corollary is that when you setup your defence think about their avenues of withdrawal and what their secondary and tertiary positions will be. Some basic advice is to setup so that your guys have some cover and concealment and their kill zone they are covering has some restrictions on the attacker. What you want is to maximize the number of times the attacker has to expose small percentage of their force without having support nearby friendlies. That may mean not using some positions because while look good the entire attacking force can bring fire on your position - don't use positions like that. Or use them only OPs that you abandon as soon as you have some intel on the enemy. In a city or village that could mean having your guys in the second row of buildings not in the first. That way your enemy has to actually enter the town to engage you and when they do they loose the support of the entire rest of the attacking force. In a forest similarly stay back from the edge - other than some scouts to keep watch. Also look for elevation changes where you can position forces to hit the enemy coming over the hill without exposing your guys to the rest of his force.
  33. 4 points
    Fortifications need a fix. They're annoying to place to the point of widespread un-use in QBs, and the objects themselves and how troops interact with them could be improved. I can't imagine the poor scenario designers right now working on The Seelow Heights. Can you imagine trying to place this in the editor? In QB?!
  34. 4 points
    theforger

    Mission to Maas

    Far from it. Appreciate all comments good and negative. How can I improve as an amateur designer otherwise? There are a lot of smaller scenarios, which are great and I enjoy...but fewer huge scale that challenge choosing route marches via large maps, when and where do you need agility/feints, fend off counter attacks? force superiority, operational issues? I've almost finished testing a V2. Added some reece and eventually found Grilles to add German side! Improved road net thru initial stages and La Gleize. Made some building cosmetic changes. Added 5x Allied AI plans. Also changed conditions to patchy snow. Looks good and no bogging. My initial idea was to recreate a taste of 3-4 days 18th-22nd action in 4 hours, tricky to please all. I do acknowledge the scenario takes a lot of effort and patience on the players part. I will create a bitesize campaign version this year, probably from Vaux Ricard/Stavelot.
  35. 4 points
    Urban warfare 101: Do you actually need to go into the village at all? I would take a look at the time, the points allocated to each ground objective and the points available for destroying the enemy and decide off those factors. If you don't need to take the village, then why take the risk? Occupy the two minor objectives, surround the village and chip away at him from a distance at minimum risk.
  36. 3 points
    MOS:96B2P

    Buy CMSF2

    CMSF 2 has amphibious vehicles. And un-conventional units To include spies VBIEDs Pick-up trucks and taxis that can actually be used (not just flavor objects). IEDs - Small, medium, large, huge. Controlled by radio, cell or wire. That can be used to bring down bridges in some designer made scenarios. With lots of cool mods and scenarios @37mm is currently working on a Southeast Asia mod / campaign: http://community.battlefront.com/topic/135081-heaven-earth-project-discussion-thread/ Or maybe you would like to command the raid that killed Osama, Created by @Combatintman. Just off the top of my head ...............
  37. 3 points
    Aquila-SmartWargames

    Never Seen This Before

    I prefer historical accuracy and rather lean towards how BF/CM is handling things. In alot of tactical wargames infantry is reduced to "nice to have them around but not really threatening or battle decisive" when tanks are present aswell. Drive them up to the inf and blast them into pieces. In CM on the other hand you need to excercise the combined arms approach and thus protect your tanks from infantry and locating infantry can be difficult depending on conditions and environment aswell. Having enemy infantry swarming your tank was one of the worst situations a tank crew could find itself in. Some tanks came with close defense system such as dedicated mgs or firing ports but AFAIK they never prove to be an effective deterrent and even less a proper replacement for infantry support. There is a reason why some German tanks installed sohisticated solutions like the "Nahverteidigungswaffe" which tried to protect their heavy tanks from infantry attacks by launching explosives, its quiet interesting to see it in action in CM. If infantry swarming them wouldn´t be a threat to their Tigers/Kingtigers they wouldn´t bother with it. In the beginning the effectiveness of grenades also wondered me but when someone on these forums came up with the explanation that it represents an abstraction of the various close infantry attack tactics that were used against tanks and that the generic grenade counter/throw also represents an abstraction of various dedicated or DIY AT ordnance such as dedicated/improvised mines, charges, liquids, throwables it started to make sense to me. If true putting an explanation into the manual could avoid alot of the confusion. Interesting are also the results. I had Medium Tanks such as the T-34 knocked out after 1-2 grenade/close infantry attacks and I had T-34 that survived 12 of them and kept me constantly on the run. Something gave me the impression that there might be some hidden values running under the "grenade count" hood but on the other hand I don´t want to know in order to keep the "magic" which makes every close infantry attack exciting about what might happen. What for me is left to debate is if effect on enemy tanks is achieved too fast, if despite mobility killing them they had the means to completely knock out heavier tanks that fast or at all, force the crew outside, and if so many infantrymen would have the knowledge, guts, and equipment to undertake such an endeavour. Pretty sure there are some of these that can be at least partially answered with "not really" but I guess some of this might be tied to 1) current engine limitations 2) limited development resources, and balancing 1) and 2) out with the other aspects of the game in order to still offer the best historical accuracy possible. But nevertheless I still think CM has one of the - if not the - most authentic Infantry vs tanks warfare representations. There are even ideas to go farer as somebody mentioned the idea to allow infantry to use their explosive ordnance/close infantry attack ability from buildings which I think is not that bad of an idea but might end up absolutely over the top with infantry occupied build-up areas becoming apocalyptic for tanks to drive through and on the other hand would neglect the exposure of infantry as they wouldn´t have to leave the safety of the building for that. Perhaps thats was the decision-making reason why the ability is denied from interiors.
  38. 3 points
    Hapless

    CMRT Module 1 Bones

    CMFFS would be an unfortunate acronym, though I'm sure we've all felt it
  39. 3 points
    umlaut

    Umlauts Commercial Buildings

    As promised I have updated the map of the town of Ciembienne in my old scenario "Tiger by the Tail" to fit the commercial mod set. The scenario can be found via the Dropbox link below - until it has been uploaded to Bootie´s great Cmmods site. The scenario requires the CW and MG modules. The other scenario using the same map, "Seizing Ciembienne", will follow shortly. https://www.dropbox.com/s/ngy5jbqh9yi991h/MG Tiger by the Tail - commercial mods.btt?dl=0 Play the scenario - or simply use the map to make your own scenario or quick battle. Please let me know how you use the mods and what you think of them. If I dont get any feedback I really cant see any reason to release the mods - then I 'll just keep them to myself. Trailer (old map):
  40. 3 points
    t34577685

    The Year Ahead Bone Post

    I saw some software store when I in collage since 2003 to 2007.and this kind of store sold cd such as this one in the picture. The disc in this picture was clearly a fake, and some pirates had packaged it as if it were copyrighted software. I aslo played pirate CMBB sinice 2006-2008,sorry for that. when from 2010 to 2014, we(about 10+ chinese player) give money to a friend who lived in USA,he helped me buy the CMSF,CMBN,CMFI,CMRT and DLC with them,because we did not how to buy the game self at that time. my friend give us the actived key to run the game. Through this time I still didn't know there are a account in bfc.com which the game key binding with it.I aslo register the fourm in 2006,and I thought there are only fourm account ,no store account. In 2014 ,after we play the cmrt for several days,some player and I found the actived key were all the same.We gave 10+ times money,and only one key?! So we asked the friend in America,he said it seems only one key in one account ,no matter how many times the money.From that time ,I found the exist of the account in bfc.com and game binding with it. Now I have a account in bfc.com and bought most of CM game besides cmsf2 and cma.Some key which bought through the friend's account were lose efficacy,so I bought the game again binding with my own account. I aslo wait the DLC of CMRT for nearly 6 years.hope before the May in 2020.
  41. 3 points
    Falaise

    A plea for the Biodiversity

    you are absolutely right Warts 'n' all, I should have already put it online 🙄 i will put them online this week I have to make the text and translate it when we are not english speaking it's more work despite google translation !!!!
  42. 3 points
    wadepm

    The Year Ahead Bone Post

  43. 3 points
    Erwin

    1917

    To give a contrarian view, was thinking that the above has become an accepted "politically correct" cliche spouted by everybody these days. Maybe it's time for a film to promote the "joyful, fun and positive" aspects like "comradeship, and opportunities for advancement" (for the sake of balance etc.)?
  44. 3 points
    MOS:96B2P

    Campaign Script File

    +1. Thank you @George MC for the guidance & advise. I'll add some of the above, that I didn't already have, to my notes. If anybody else has any tips please post them. This topic is tagged with campaign, script & compile so people doing searches in the future will hopefully find this thread and learn something from it. Doing my own searches on this topic I have read and taken notes from other posts that are over nine years old.
  45. 3 points
    Pelican Pal

    German Panzer Grenadier doctrine

    CM generally makes it worse than it should be just due to the limits of the animation system. Because the model represents the hit box the limited positions a model can take also creates a higher change of being hit. While in a HT troops heads are sticking out above the top of the track. Allowing fire to rack up free kills when it would be possible for the soldiers to keep their entire bodies within the track. Additionally when firing the shooter fully stands up rather than hugging the top of the track. Fully exposing a large portion of their body to return fire when they shouldn't have to. This exposure can be decisive in close run engagements. Especially against low morale/experience troops where getting a few early kills can quickly stack the firepower advantage in your favor (or disfavor).
  46. 3 points
    Bootie put it up at CMMODS IV. Thanks Bootie! https://www.thefewgoodmen.com/cm-mod-warehouse/combat-mission-shock-force-2/cmsf2-infantry/cmsf2-british-woodland-dpm-camo/
  47. 3 points
    Heh no one is arguing that cover and basic tactics don't matter. Not sure what good it does to reduce our position to a caricature. Not sure either why you appear to take this personally to be honest because this isn't about you. It is about a mistake some people make. Being so reluctant to attack over open ground that they systematically take the cover no matter how crappy or obvious it is. I have seen it several times and it wasn't against the AI. All I am arguing is this : If the drive for cover is so strong that you become a/ predictable or b/ bunched up as a result, then the alternative, attacking over open ground is -sometimes- preferable and it is not something to be feared or avoided at all cost. It is perfectly feasible, albeit clearly not ideal and a bit painful. I don't see what's so controversial about this. This is just pointing out a potential pitfall that some people fall into. That's all.
  48. 3 points
    A picture of the balka :
  49. 3 points
    Yup.....Just do 'em ten at a time and keep on saving.
  50. 3 points
    domfluff

    German Panzer Grenadier doctrine

    I actually disagree with that interpretation of rule 25, somewhat. "Dismount only when Anti-tank gun fire or terrain forces you to do so, and no bypass is possible" If you watch that translated training film: In particular, watch what they're actually doing, rather than what the translation says they're doing. The panzergrenadier platoon is being used as a quick reaction force, supporting a Panzer platoon, and with some attached flame halftracks. The scenario is that of a breakthrough, and the panzergrenadiers are there to cut it off and shut it down. In the film (obviously it's staged, but presumably it's at least as applicable as a US training film), the Panzers take fire from hull down on an overlooking ridge, and the halftracks flank and isolate the infantry to clean up. The priority is to clean this up as fast as possible - which also makes the flame halftracks make a ton of sense (will get back to that). In that scenario, if you were to dismount as soon as possible, the infantry would have taken position behind the ridgeline, and the enemy would have been engaged relatively safely. The issue is that there's a fair chance that the action it wouldn't have been decisive, and instead the enemy follow-on forces could have reinforced. Keeping them mounted until they arrive in combat forces them to be a lot more dynamic and bold with mobility, and creates a decisive situation. Point about Flame halftracks - rubbish? In the film, the panzergrenadier platoon is accompanied by two flame halftracks, which are shown to have the limited range we see in CM. The point of them, I think, is that they're there to mop up the last shreds of resistance fast, and make sure no-one is around for when the main infantry re-take the line. They're not there as an assault element, and the range doesn't matter quite as much - the battle is already won, and you just need to make sure that the ground is safe.
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